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Messages - RookHyena

#1
Quote from: eatKenny on May 11, 2015, 02:41:20 PM
Quote from: Wulfle on May 10, 2015, 08:31:09 PM
Can I please have the A9 version? Not all the mods I use are updated yet and I really want to use yours. Would it be possible for you to PM it to me or set up a small DL link?

Thanks in advance.

there are 2 versions for A9, i suggest you use the lite version if you play with a lot of other mods.

https://www.dropbox.com/s/gj7260eet6dqlg5/Industrialisation_v0.97.zip?dl=0

Can we get this for alpha 10?
#2
Ideas / Ocean/Coast Colonization
January 25, 2015, 03:34:45 PM
The idea is that colonists would be able to build a pier or wharf on the ocean or on coasts biomes.

Also if you post an idea that I think I can fit into this forum I will add it and credit you. I may take some creative liberties though. If you do not like how I may write it, I can remove it, just inform me.

New Structure: The pier/wharf could be made of any material (and if the material is flammable the section would have to be repaired or replaced if it burned), depending on the material the ocean could wear down the pier/wharf until it gets repaired or collapses. Colonists would be able to build everything on the pier/wharf.

New Power: Hydro-electric will become a power source much like wind power.

New Colonist action: Colonists will have to wade in the water while in the water but rest will drain faster. Colonists can die by drowning in the water.

Food Source: Colonists should not be able to place a growing zone on the pier/wharf but they should be able to mark a fishing zone, fish that were caught would have to be butchered unless you want the raw food thought, but it would not be necessary to have it cooked.

New Clothes: Colonists will be able to obtain through craft, trade of theft life preservers and/or wetsuits.

  • Life preservers - mid section shirt; colonist rest drain will be normal, and colonist cannot drown.
  • Wetsuit - bottom section shirt; will offer warmth in water.

Some colonists can have the trait "hydrophobic" or "Can't Swim".

  • Hydrophobic - Colonists with this trait will have have minor negative mood thought while on a pier or wharf. They will feel extreme negative mood when in the water.
  • Can't Swim - Colonists with this trait will only have negative mood thought while in the water. Will get a positive mood thought if they are wearing a life preservers.

NPC Interactions: NPC Interactions (Ideas by akiceabear)

  • Tribals attacking by small boats on sea.
  • Risk of shark attacks while wading through the water.


Update:
So, some of you all have called scientific fallacy on my part. This is why I will spitball some more ideas... (NOTE: some of these ideas may contradict what I have already stated, just assume that the updated version overrules original)

Location Squares: Colonists cannot build on deep ocean squares only on shallow ocean squares.

  • Colonists will have to research to build on deep ocean squares.
  • Some landing areas may have islands. (Idea by Dive)
  • Landing areas that are in freezing regions will ice over during the winter. (Idea by Keymaster89)

Drop pods: This will make drop pod landing more important
Rafts- Drop pods will deploy a raft that will occupy one square. (Idea by DarkMatterKnight)

  • Colonists will have to move raft to another location if drop site is "bad".
  • Colonists can build a structure next to raft, but only on shallow squares.
  • Rafts can go bad over time, new rafts can be made at a tailoring table.

Resource: To be able to build stuff out of stuff,

  • Coral- Colonists can harvest coral that is on a shallow ocean square.
  • Debris- May be found/collected floating through a zone.
  • Whale Bone- Will be made by butchering leviathans but will cause all psychically sensitives to have a negative thought, like "The bones they call for me".

Food: Another source of food.

  • SeaWeed- will grow around the ocean

Growing Zone:
Colonists can set growing zones to grow coral or seaweed on shallow water square.

Ruins: Ruins have been found almost everywhere so why not on these biomes as well.
piers and wharfs may be found in the area.

  • Colonists that land on a ruined pier or wharf will not get a raft.

Animal Ecosystem:

  • Sharks- Sharks will eat the fish in the area. If they break rampage they will kill any wading colonists (idea by akiceabear)
  • RimKrabbs- Giant Crabs that will only be on shallow squares. (Idea by Keymaster89 and GiantCookieEater)
  • Poison Eel- Fish that may be caught but will need to be cooked before eating, eating raw will cause extreme discomfort and may need to be treated, will only induce death if they are fed uncooked poison eel while being sick.
  • Zest Fish- Regular fish that have a zesty taste.
  • Leviathans- Large whales, only found in deep ocean, will provide whale bones and whale meat if hunted. If left alone it will make the area's beauty rise. If they break rampage they can destroy piers or wharfs. (Idea by Keymaster89)


This concludes my idea on Ocean/Coast Colonization, are there any questions. ;D

P.S. This is a suggestions forum page for ideas, I want people to offer suggestions on how to make this a better idea. If you have a better idea than what I have stated than post it, I will most likely listen.

Anyways the reason why I came up with this idea was because I like to randomly choose my location for a colony, and most of the time I accidentally choose ocean, which is unfortunate. I do this, because if your ship is crashing down onto a planet I doubt you can maintain geosynchronous orbit for a planetary cycle to find which place you would prefer to land, I'd think your crashing ship would try to enter atmosphere without disintegrating immediately and occupants may eject at the perfect safe zone.